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OpenRA/OpenRA.Mods.Cnc/Traits/Render/WithReloadingSpriteTurret.cs

75 lines
2.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc.Traits
{
[Desc("Renders ammo-dependent turret graphics for units with the Turreted trait.")]
public class WithReloadingSpriteTurretInfo : WithSpriteTurretInfo, Requires<AmmoPoolInfo>, Requires<ArmamentInfo>
{
[Desc("AmmoPool to use for ammo-dependent sequences.")]
public readonly string AmmoPoolName = null;
[Desc("How many reload stages does this turret have. Defaults to AmmoPool's Ammo.",
"Adds current reload stage to Sequence as suffix when a matching AmmoPool is present.")]
public readonly int ReloadStages = -1;
public override object Create(ActorInitializer init) { return new WithReloadingSpriteTurret(init.Self, this); }
}
public class WithReloadingSpriteTurret : WithSpriteTurret
{
readonly int reloadStages;
readonly AmmoPool ammoPool;
string sequence;
string ammoSuffix;
public WithReloadingSpriteTurret(Actor self, WithReloadingSpriteTurretInfo info)
: base(self, info)
{
ammoPool = self.TraitsImplementing<AmmoPool>().FirstOrDefault(a => a.Info.Name == info.AmmoPoolName);
if (ammoPool == null)
throw new InvalidOperationException("Actor type '" + self.Info.Name + "' does not define a valid ammo pool for its reloading turret.");
sequence = Info.Sequence;
reloadStages = info.ReloadStages;
var initialAmmo = ammoPool.Info.InitialAmmo;
var ammo = ammoPool.Info.Ammo;
var initialAmmoStage = initialAmmo >= 0 && initialAmmo != ammo ? initialAmmo : ammo;
if (ammoPool != null && reloadStages < 0)
ammoSuffix = initialAmmoStage.ToString();
if (ammoPool != null && reloadStages >= 0)
ammoSuffix = (initialAmmoStage * reloadStages / ammo).ToString();
}
public override void Tick(Actor self)
{
if (Info.AimSequence != null)
sequence = Attack.IsAttacking ? Info.AimSequence : Info.Sequence;
var currentAmmo = ammoPool.GetAmmoCount();
if (reloadStages < 0)
ammoSuffix = currentAmmo.ToString();
if (reloadStages >= 0)
ammoSuffix = (currentAmmo * reloadStages / ammoPool.Info.Ammo).ToString();
var newSequence = NormalizeSequence(self, sequence + ammoSuffix);
if (DefaultAnimation.CurrentSequence.Name != newSequence)
DefaultAnimation.ReplaceAnim(newSequence);
}
}
}